2 const vector SHALRATH_MIN = '-36 -36 -24';
3 const vector SHALRATH_MAX = '36 36 50';
6 string SHALRATH_MODEL = "models/monsters/mage.dpm";
10 float autocvar_g_monster_shalrath;
11 float autocvar_g_monster_shalrath_health;
12 float autocvar_g_monster_shalrath_speed;
13 float autocvar_g_monster_shalrath_attack_spike_damage;
14 float autocvar_g_monster_shalrath_attack_spike_radius;
15 float autocvar_g_monster_shalrath_attack_spike_delay;
16 float autocvar_g_monster_shalrath_attack_melee_damage;
17 float autocvar_g_monster_shalrath_attack_melee_delay;
18 float autocvar_g_monster_shalrath_heal_self;
19 float autocvar_g_monster_shalrath_heal_friends;
20 float autocvar_g_monster_shalrath_heal_minhealth;
21 float autocvar_g_monster_shalrath_heal_range;
22 float autocvar_g_monster_shalrath_heal_delay;
23 float autocvar_g_monster_shalrath_shield_time;
24 float autocvar_g_monster_shalrath_shield_delay;
25 float autocvar_g_monster_shalrath_shield_blockpercent;
26 float autocvar_g_monster_shalrath_attack_grenade_damage;
27 float autocvar_g_monster_shalrath_attack_grenade_edgedamage;
28 float autocvar_g_monster_shalrath_attack_grenade_radius;
29 float autocvar_g_monster_shalrath_attack_grenade_lifetime;
30 float autocvar_g_monster_shalrath_attack_grenade_force;
31 float autocvar_g_monster_shalrath_attack_grenade_chance;
34 const float shalrath_anim_idle = 0;
35 const float shalrath_anim_walk = 1;
36 const float shalrath_anim_attack = 2;
37 const float shalrath_anim_pain = 3;
38 const float shalrath_anim_death = 4;
39 const float shalrath_anim_run = 5;
43 void() shalrath_shield;
44 void() shalrath_shield_die;
49 float friend_needshelp = FALSE, need_hpammo = FALSE;
53 need_hpammo = ((g_minstagib) ? head.ammo_cells < start_ammo_cells : head.health < autocvar_g_balance_health_regenstable);
54 if not(IsDifferentTeam(head, self))
56 if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
59 friend_needshelp = TRUE;
60 break; // found 1 player near us who is low on health
63 FOR_EACH_MONSTER(head) if(head != self)
65 if not(IsDifferentTeam(head, self))
67 if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
68 if(head.health < head.max_health)
70 friend_needshelp = TRUE;
71 break; // found 1 player near us who is low on health
75 self.think = shalrath_think;
76 self.nextthink = time + self.ticrate;
79 if(time >= self.weaponentity.ltime)
80 shalrath_shield_die();
82 if(self.health < autocvar_g_monster_shalrath_heal_minhealth || friend_needshelp)
83 if(time >= self.attack_finished_single)
88 if(self.health < self.max_health)
89 if(time >= self.lastshielded)
93 monster_move(autocvar_g_monster_shalrath_speed, autocvar_g_monster_shalrath_speed, 50, shalrath_anim_walk, shalrath_anim_run, shalrath_anim_idle);
96 void shalrathattack_melee()
98 monster_melee(self.enemy, autocvar_g_monster_shalrath_attack_melee_damage, 0.3, DEATH_MONSTER_MAGE, TRUE);
101 self.monster_delayedattack = func_null;
104 void shalrath_grenade_explode()
106 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
108 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
109 RadiusDamage (self, self.realowner, autocvar_g_monster_shalrath_attack_grenade_damage, autocvar_g_monster_shalrath_attack_grenade_edgedamage, autocvar_g_monster_shalrath_attack_grenade_radius, world, autocvar_g_monster_shalrath_attack_grenade_force, DEATH_MONSTER_MAGE, other);
113 void shalrath_grenade_touch()
118 shalrath_grenade_explode();
123 void shalrath_throw_itemgrenade()
125 makevectors(self.angles);
127 W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, autocvar_g_monster_shalrath_attack_grenade_damage);
128 w_shotdir = v_forward; // no TrueAim for grenades please
130 entity gren = spawn ();
131 gren.owner = gren.realowner = self;
132 gren.classname = "grenade";
133 gren.bot_dodge = FALSE;
134 gren.movetype = MOVETYPE_BOUNCE;
135 gren.solid = SOLID_TRIGGER;
136 gren.projectiledeathtype = DEATH_MONSTER_MAGE;
137 setorigin(gren, w_shotorg);
138 setsize(gren, '-64 -64 -64', '64 64 64');
140 gren.nextthink = time + autocvar_g_monster_shalrath_attack_grenade_lifetime;
141 gren.think = shalrath_grenade_explode;
142 gren.use = shalrath_grenade_explode;
143 gren.touch = shalrath_grenade_touch;
145 gren.missile_flags = MIF_SPLASH | MIF_ARC;
146 W_SETUPPROJECTILEVELOCITY_UP(gren, g_monster_shalrath_attack_grenade);
148 gren.flags = FL_PROJECTILE;
150 setmodel(gren, "models/items/g_h50.md3");
152 self.attack_finished_single = time + 1.5;
157 local vector dir = '0 0 0', vtemp = self.enemy.origin + '0 0 10';
159 if (self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
164 dir = normalize(vtemp - self.origin);
165 UpdateCSQCProjectile(self);
166 if (monster_skill == 3)
167 self.velocity = dir * 350;
169 self.velocity = dir * 250;
170 self.nextthink = time + 0.2;
171 self.think = ShalHome;
174 void shal_spike_explode()
176 self.event_damage = func_null;
178 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
179 RadiusDamage (self, self.realowner, autocvar_g_monster_shalrath_attack_spike_damage, autocvar_g_monster_shalrath_attack_spike_damage * 0.5, autocvar_g_monster_shalrath_attack_spike_radius, world, 0, DEATH_MONSTER_MAGE, other);
184 void shal_spike_touchexplode()
188 shal_spike_explode();
193 local entity missile = world;
194 local vector dir = '0 0 0';
195 local float dist = 0;
197 self.effects |= EF_MUZZLEFLASH;
200 missile.owner = missile.realowner = self;
202 monster_makevectors(self.enemy);
204 dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
205 dist = vlen (self.enemy.origin - self.origin);
207 missile.think = ShalHome;
208 missile.ltime = time + 7;
209 missile.nextthink = time;
210 missile.solid = SOLID_BBOX;
211 missile.movetype = MOVETYPE_FLYMISSILE;
212 missile.flags = FL_PROJECTILE;
213 setorigin (missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
214 setsize (missile, '0 0 0', '0 0 0');
215 missile.velocity = dir * 400;
216 missile.avelocity = '300 300 300';
217 missile.enemy = self.enemy;
218 missile.touch = shal_spike_touchexplode;
220 CSQCProjectile(missile, TRUE, PROJECTILE_VORE_SPIKE, TRUE);
226 if(self.health < self.max_health) // only show our effect if we are healing ourself too
227 pointparticles(particleeffectnum("healing_fx"), self.origin, '0 0 0', 1);
228 self.health = bound(0, self.health + autocvar_g_monster_shalrath_heal_self, self.max_health);
229 WaypointSprite_UpdateHealth(self.sprite, self.health);
230 monsters_setframe(shalrath_anim_attack);
231 self.attack_finished_single = time + autocvar_g_monster_shalrath_heal_delay;
233 for(head = world; (head = findfloat(head, monster_attack, TRUE)); )
237 if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
238 if not(IsDifferentTeam(head, self))
242 if((g_minstagib && head.ammo_cells < start_ammo_cells) || head.health < start_health)
243 pointparticles(particleeffectnum(((g_minstagib) ? "ammoregen_fx" : "healing_fx")), head.origin, '0 0 0', 1);
245 head.ammo_cells = bound(0, head.ammo_cells + 1, start_ammo_cells);
247 head.health = bound(0, head.health + autocvar_g_monster_shalrath_heal_friends, g_pickup_healthmedium_max);
251 if(head.health < head.max_health)
252 pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
253 head.health = bound(0, head.health + autocvar_g_monster_shalrath_heal_friends, head.max_health);
254 WaypointSprite_UpdateHealth(head.sprite, head.health);
260 void shalrath_shield_die()
262 if not(self.weaponentity)
263 return; // why would this be called without a shield?
267 remove(self.weaponentity);
269 self.weaponentity = world;
272 void shalrath_shield()
274 if(self.weaponentity)
275 return; // already have a shield
277 entity shield = spawn();
280 shield.team = self.team;
281 shield.ltime = time + autocvar_g_monster_shalrath_shield_time;
283 shield.classname = "shield";
284 shield.effects = EF_ADDITIVE;
285 shield.movetype = MOVETYPE_NOCLIP;
286 shield.solid = SOLID_TRIGGER;
287 shield.avelocity = '7 0 11';
288 shield.scale = self.scale * 0.6;
290 setattachment(shield, self, "");
291 setmodel(shield, "models/ctf/shield.md3");
292 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
294 self.weaponentity = shield;
296 self.lastshielded = time + autocvar_g_monster_shalrath_shield_delay;
298 monsters_setframe(shalrath_anim_attack);
299 self.attack_finished_single = time + 1;
301 self.armorvalue = autocvar_g_monster_shalrath_shield_blockpercent / 100;
304 float mage_attack(float attack_type)
308 case MONSTER_ATTACK_MELEE:
310 self.monster_delayedattack = shalrathattack_melee;
311 self.delay = time + 0.2;
312 monsters_setframe(shalrath_anim_attack);
313 self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_melee_delay;
317 case MONSTER_ATTACK_RANGED:
319 if(random() < autocvar_g_monster_shalrath_attack_grenade_chance / 100)
321 shalrath_throw_itemgrenade();
325 monsters_setframe(shalrath_anim_attack);
326 self.delay = time + 0.2;
327 self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_spike_delay;
328 self.monster_delayedattack = ShalMissile;
339 Monster_CheckDropCvars ("shalrath");
341 self.think = monster_dead_think;
342 self.nextthink = time + self.ticrate;
343 self.ltime = time + 5;
344 monsters_setframe(shalrath_anim_death);
346 monster_hook_death(); // for post-death mods
349 void shalrath_spawn()
352 self.health = autocvar_g_monster_shalrath_health;
354 self.damageforcescale = 0.003;
355 self.classname = "monster_shalrath";
356 self.monster_attackfunc = mage_attack;
357 self.nextthink = time + random() * 0.5 + 0.1;
358 self.think = shalrath_think;
360 monsters_setframe(shalrath_anim_walk);
362 monster_setupsounds("shalrath");
364 monster_hook_spawn(); // for post-spawn mods
367 void spawnfunc_monster_mage()
369 if not(autocvar_g_monster_shalrath) { remove(self); return; }
371 self.monster_spawnfunc = spawnfunc_monster_mage;
373 if(Monster_CheckAppearFlags(self))
376 if not (monster_initialize(
377 "Mage", MONSTER_MAGE,
378 SHALRATH_MIN, SHALRATH_MAX,
380 shalrath_die, shalrath_spawn))
387 // compatibility with old spawns
388 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }